Weather Engine – Worldbuilding 1

Previously we’ve spent some time together talking at a high level about being a godling in a technological universe.  Now let’s look at just being Gawd and creating your own world to run or play your game in.  The art of world creation isn’t easy or for the faint of heart.  Sure, any fella out there can throw together some two-bit town with a single road and a donkey but I’m talking about real world building.  They always say write what you know and so I’ll be approaching this from the angle of how I build a setting.  Please note that my method may not fit you or the type of world you want to create.  That’s ok; if any of this is useful than I’ve succeeded at my job..err..position…no…favor for a friend?  Whatever this gig is.  

weathermh47

I’m going to convince you that weather is the most important element of your world building.  Weather drives so much about a place, and a people, and it’s always my starting position for world building.  Is it rainy or dry?  Is it neutral?  Are there the usual four seasons?  Any of them particularly long?  If the land is windy all the time the trees will be short and twisted, shrubs and tough grass will cover the land.  If it’s a long winter you’ll have fast growing plants and animals adapted for cold more than heat.  The weather can also drive how technologically advanced a people can be.  A land where nothing grows like Arctic tundra or desert dunes will encourage a people towards hunting and nomadic life-styles with an emphasis on weapon and travel technologies.  While a land with sunny days and green lush land with plenty of water will develop farming and fortification technologies.  

From Weather we can draw direct connections to technological orientation but we can also draw direct lines to diet based on the kinds of animals and plants to be found in an environment with those weather patterns.  A desert dwelling people are some of the heaviest users of spice for their foods as what they’re consuming tends toward bland and they have the right environment for growing many of these spices at the edges of said desert. If you wished to dive deep you could take a look at the types of spices used in various environments and use those flavors to, ahem, flavor your flavor text.  A people’s diet can also inform things like average height and weight with heavier meat filled diets lending people height and weight while a primarily vegetarian people would be shorter and sparser of frame.  

fuji

Weather and food connect directly to clothing choices and the materials to make those clothes.  This also informs what kind of armor they likely favor, weaponry preferences, and even the type of building materials and designs they favor.  An area like Japan, a hilly forested island doesn’t lend itself towards large herds of animals, nor are large herds of animals the most efficient ratio of land use to calories, so an agrarian society with very little red meat creates a population of shorter and smaller framed people.  As a place with few mineral resources the use of plant materials for construction, clothing, armor, etc. becomes the next logical step.  These lines of thought can be very sparse, a sketch of a region and its people, to help a GM add a little character to a small village. They can also be very complicated interconnected webs, the decision is completely up to you.     

An important note to remember, culture; the culmination of spiritual, religious, superstitious, entertainment, and traditional practices; is not the same as what we’ve laid out so far.  A culture is certainly influenced by region, weather, and environment but is equally affected by interactions with other cultures, politics, and the murky origins of a people’s faith.  That’s right, religion conversation, full steam ahead!

key-compa

The spirituality of a nation grows out of a desire to explain things and to some extent to tell stories.  A father tells his son how those bright lights in the sky make the shape of a horse and comes with up some tale to entertain the lad.  He tells his son, then onto the next son, and the next until it becomes a corner of spirituality.  The gods put the first horse into the sky to pull the night behind him as he gallops across. This tale grows and either finds it way into a manuscript on the origins of the names of the constellations or as part of a religion; the steed of Zaphaeus, archangel of wrath of the creator god Eloi!

Religion and to a lesser extent spirituality is where we can really see formalized politics developing.  Imagine a tribe, stone age, barely getting by.  They’re led by the strongest male who is either great at hunting or great getting others motivated to hunt.  As spirituality develops, a separate position of power forms in the group; the shaman.  Or medicine man, priest, magus, seer, etc.  This creates two positions of influence in a group that previously had only one.  The first formalized politics form.  Just as religious practices can severely alter a nation; for example, a land with miles and miles of coast with a religious proscription against eating shellfish, due to them eating carrion; so can political upheavals and power shifts.

industrial-rev

Once a nation passes a technological threshold, say late medieval to early renaissance, weather loses impact as a driving societal force.  There are obviously exceptions for extreme circumstances and some environments discourage ever reaching that technological level naturally.  A desert, for example, does not encourage cities nor generally produces the food resources necessary for a large idle population, which is a must for a nation to innovate, technologically speaking.  

There’s a barrier between survival level culture and knowledge and the level beyond with idle urban populations and farms producing far more than they can consume.  Some environments actively assist crossing this barrier in the case of temperate, plains, and deciduous forests.  Others can actively oppose such development such as deserts, rain forests, and heavily mountainous terrain.  As an additional note I understand that terrain doesn’t actively oppose or assist anything; just a word choice people, put away the literary knives.  

Exotic environment can be treated much the same way; frozen glaciers, deserts made of glass, underground tunnels, floating islands, and undersea kingdoms can all be sketched out and then filled out using the same ideas.  Let’s take a look at an undersea kingdom.

Weather is non-stop rain.  Did you hear the drum and cymbal in the background?  No?  Fine then.  An undersea kingdom has very limited “weather”; but there are consistent weather like effects.  The tides would act like a highway system creating the option for extensive trade networks and/or expansive kingdoms.  The diet would be exclusively fish, crustacean, and some plant matter.  While fish scales would be useful for little more than ornamentation, the hides of sharks and cloth made of kelp would be common materials for clothing.  There would be no concept of fire and little to no metal or wood working.

atlantis

Unless of course this nation bordered land and the people were amphibious.  The population wouldn’t be afraid of the dark and be would very resistant to cold and pressure.  The artifacts of the surface world would have variable value determined by how isolated this undersea nation is.  The spear would be the most popular weapon, anything else would be slowed on a swing by the water and not very effective.


In one paragraph I’ve shaped an undersea culture and I did so by establishing my weather, an interesting incidental effect of that weather, the type of animal and the type of plant most often eaten, what they would make clothes out of, a scarce resource, a common resource, a note on the psychology, and the popular weapon of choice.  In nine words; undersea, tides, fish, kelp, metal, wood, dark, cold, and spear we can create a skeleton to remind the GM of the kind of people these are and the place they inhabit.  A description is a powerful tool for creating a mood or enforcing a theme and world creation is all about the description and more specifically the description words.  

As a final note; always remember that while national borders can and do influence people and segregate cultures it’s the land, the place, the world these nations rose out of that are the start point and the land is a result of the weather.  Weather begets land, land begets resources, resources begets technology, and all of them combine mark a culture.  Good luck, and may Eloi watch over you.

 

Justin has been playing, running, and designing games since he was 14.  He enjoys reading, writing, eating, and sleeping.  He also enjoys a good think but not too often as he’s very heat sensitive and doesn’t want his brain to boil over.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

WHO’s THE GM? SOCIAL CONTRACT 4

Social Contract 4: Who will be running the game if a Game Master (GM) is needed?

tabard

Welcome back, once again! This week the topic is all about that very important job. The job that not everyone wants to do. The one that for some people is shrouded in mystery and veiled by a screen. Of course, this is the role of the esteemed GM or Game Master. However, whether you refer to them as DM, GM, Storyteller, Judge, or any of the other long list of names it all comes down to the same thing. They run the game for the group. From setting up the plot, creating interesting situations on the fly, to not flipping out when things go off the road, the GM is a role with many hats.

Of course, that is, if a GM is even needed for your game. In these days GMless games are gaining in popularity and merit a look as well.

So, this week we shall break down what one is really getting themselves into when they sign on to be a GM, from a one-shot, to a campaign. As with other weeks I will intersperse examples in italics. Looking over the duties of a GM, what all is really needed? What exactly does this position entail?

Judge

judge

Like the esteemed Judge Reinhold , the GM must make quick and fair decisions on the fly with a strong regard for the rules.

This doesn’t mean they have to know all of the rules and I will tell you a little GM secret, listen closely now, we don’t know all the rules.

We don’t and that is okay. However, we DO need to understand them enough to interpret situations as they arise. Interpreting dice rolls and understanding WHEN to call for rolls is a large portion of a GM’s roll (ha!). This will be largely influenced by the game being ran.

D&D has a different way of handling things then say, Burning Wheel. In D&D, by the book will tell you that you need to roll for just about everything, if there is a CHANCE for failure. However, with that in mind, this works well for the D20 engine and that is an important thing to keep in mind. Many times I have heard the following conversation from groups:

I don’t like game X because it uses the X system and that system is bad.hero

This is a very basic way of determining if a system is good or bad. Look, I personally am not a fan of Hero System

That is MY personal preference. However, I can APPRECIATE what it does. With six editions under its utility belt it does what it does well and has a rabid fan base. The system allows you to create just about any kind of character you can think of. That is its goal, and in that, IT SUCCEEDS!

Why the short diatribe on this? Because, from a GM standpoint it helps to run a game you overall understand and feel comfortable with, as well as making sure it is something you ENJOY! When you enjoy a game, learning the rules and helping others to understand the rules will be easy. You will enjoy teaching the game to the group and that enthusiasm will show in the game in other ways as well.

So, know the rules. Use the rules. Know when not to use the rules, as well.

For some groups part of the first session (besides character creation) is going over the basic concepts for the game, usually rules and setting.

My friend Metal put together a powerpoint presentation for our group to go over and explain Hero System as none of us had ever played it, or even looked at it before. This allowed us all to understand how to make a character and get used to the game system.

So again, know the rules in depth. Not all of them. You never will, and that is okay, however, know them and understand them enough so that you can use them and discard them as needed.

Gameworld

Aside from knowing the rules, the GM will have to create the world and situations the players encounter. Some games have established settings and some don’t. This is really your first question. Will you run a pre-printed setting/module, run your own game within the established setting, or run your own setting all together?

This question isn’t really as daunting as it may at first seem. From a creative standpoint you will know if a published adventure or settings grips your imagination or if the rules make your imagination swim with possibilities.  In either case, the GM needs to make the world feel real and tangible to the players. They make the PC’s the center point of the story and have their actions produce consequences that will affect the world they inhabit.

This short section helped us setup the next, which is time spent prepping the game.

Prepping for the game

prepping

You have decided on the date, the time, the place, the game, the world, and spent time reading and learning the rules. Now you need to get the plot outlined and ready to run the game. How much is too much?

Let’s discuss that, shall we?

Before looking at this further I want to share something about how I prep for a game. I do this to show one way of doing things. There is no right or wrong way. Find what works for you and use it. For me it starts with the end; more specifically, a scene. I take that scene and figure out how to use it in a game. I then work backward from there. From that scene, I look for a good theme and mood to apply to the whole game.

The mood and theme help me to direct the story I want to tell and give me a focus to come back to once the game starts. KEEP THAT IN MIND!

NO AMOUNT OF PREP WILL SURVIVE THE PLAYERS. ALL OF YOUR HARD FRAUGHT WORK WILL COME TO NOTHING. In fact, Victor wrote about this a couple of weeks ago in his convention game write up

Keeping things honest here, I was the person who ran the Changeling game he mentions. I will come back to how I could have planned that better. (SORRY FOR THE FRUSTRATION ON THAT, VICTOR!). He also mentions that the Numenera game went off the rails when the GM’s plan for the plot escaped them.

So, to keep this at a minimum I plan a skeleton of a plot and have certain scenes that will happen. I think of these as set pieces rather than hard and fast things that have to go off as planned.

So, really the “prep” for a game will depend on your style. Different people plan differently. Like I mentioned above, I tend to have an overall framework for the story I want to tell. This goes for convention games as well. By not over-planning, I allow the players to really engage the world, and no matter what they do, my story can continue and hopefully the players all have a grand time.

Other GMs I know will have pages and pages of story and plot, and playing will be more reminiscent of the old classic Call of Cthulhu adventures.

This is a true “railroad” game.

cthulu

This is not a slight on CoC adventures. I LOVE Call of Cthulhu. However, it is a different game than what I normally run. Those who do run games like this have a very hard and fast plot that will happen no matter what. Players will find that they only a few real choices. Again, this is fine if that is the game your players have agreed to play.

My friend Ray ran a Star Wars game that was very much railroad in style. Now, we understood this going in, and to Ray’s credit, when we asked to have more freedom as a group, he gave us that freedom. He had full on handouts and backgrounds for all the NPC’s we would be interacting with, and a very detailed knowledge of the worlds we visited. It was impressive.

On the other hand; unlike my skeleton plot points and Ray’s handouts, there is my friend Bob.

Bob is currently running our group through a Burning Wheel game. Bob will let an idea sit and percolate for a long time. Like a year. He will jot down notes as they come to him. From there, he will then do a character creation session to get the players roles set up for his story. With that done, his real prep is complete. The week to week prep is really just noting 4 scenes he wants to try to work into the game. It takes him all of 5 minutes. It is truly amazing to see him do it.

As you can see, these are very different ways to prep and set up a game. All of which are perfectly legitimate ways to work the GM magic. The point here is to know how much time *you* as the GM will need to put into the game from getting the basic ideas running around in your old hamster wheel onto paper and all the way to getting to that climactic showdown with the adversary and the aftermath.

So, to GM means putting in extra time and effort and keeping up with the ongoing story. It is a demanding role, to be sure. However, it is one that is also incredibly rewarding. Next week we’ll wrap this whole thing up with a discussion on how to make sure the topics covered in the game are not offensive, while still being true to the theme and mood that the GM is trying to bring to the game.

As always please comment and let me know your thoughts either bad or good. Let’s get a good discussion going, and of course, thanks for reading!

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

SUPPORTING INCLUSIVITY IN GAMING

werewolf-coverLast Thursday I received my advance PDF of Mind’s Eye Theatre Werewolf: The Apocalypse, this post was informed by some preliminary reading of that book which made me happy with some of what the writers addressed. The rest of this post will not exclusively be about By Night Studios, but I want to call them out for moving things in the right direction and striving to be one of the more inclusive gaming companies on the market. I think this comes from the form of gaming in question. In some ways, LARP is an atmosphere where inclusivity, and safety, are much more present. You have larger groups, and often groups engaged in physical storytelling.

I got asked the other day what inclusivity in gaming means to me.

Inclusivity means having a game world that reflects reality in its diversity. Inclusivity means an openness to thought, to writing, to characters that walk a spectrum of identities. Inclusivity means a game culture that welcomes players and encourages them to engage in world building in a self-reflective way, but also in a way that acknowledges a plurality of vision about the purpose of gaming. Inclusivity means trying to find a way to engage, support, and empower any player that walks through the door, if their goal is to support the collaborative process.

inclusivity
Borrowed from Dreadful Games

Storytelling and gaming are essential elements of our being. When I engage in stories that challenge my perceptions, that encourage me to think, to expand, to reflect, that is what I search for. I want everyone to have that chance, to be included if they want to be included. I want anyone that picks up a book I write, or a plays a game I play, to feel like they could make that their core pastime. Collaboration requires maneuvering with, and for people. Inclusivity embraces that challenge with the goal of trying to open the door so that all people, voices, and thoughts are heard, considered, and added to the collective memory, the shared myth.

Inclusivity in gaming is a process that can start from the ground up, or, from the top down. What, in this case, do I mean by top down? I’m talking about from the game company themselves. From choosing writers, to tapping artists, all the way up to developers, a desire for and a strong commitment to inclusivity impacts their games in ways that ripple throughout their fan communities. That isn’t to say the job of inclusivity is only on the developer side, but they have a role to play. (hah, no pun was intended but I’m going to keep it now I’ve noticed it)

Actions both subtle and obvious help to encourage an atmosphere of inclusion in a game. Let’s run through a few of them.

PRONOUN USAGE: White Wolf was one of the first companies to use the female pronoun in their books. This is one of those subtle decisions that can have a huge impact. Having she sets the tone that women, just as much as men, can be the standard gender for roles in the World of Darkness. That was 1991, and a pretty big deal in that day and age. Today using she is less trendsetting, and is still powerful. At the same time, using gender neutral and gender ambiguous pronouns can indicate an attitude of acceptance of all gender identities, both for players and for characters. If reading through a book and a signature character is a 3-dimensional figure who happens to be gender queer as part of their identity, it represents some of the diversity within our world.

SAFETY AND CONSENT RULES/STANDARDS: Consent is an important part of the social contract of gaming. Players consent to sit around your table, or embody characters in LARP, and they need to continually be provided the option to opt-in or out of story elements that could hurt them as players. By Night Studios is doing well in this department, in the MET Vampire book this concept is treated with respect and given decent coverage. In Werewolf? They’ve done even better, pages 19-20 cover several concepts that are essential to supporting player safety and encouraging behavior that ensures it. They discuss Bleed, Personal Responsibility, Sportsmanship, and techniques of storytelling that support player comfort like Fade to Black and Time Stops. For those of us who have been around the LARP world for a while we’ve seen a lot of discussion on these things, and it is essential to have them front in center in a game book.

kadira
Kadira by Bryan Sime: From Ki Khanga

REPRESENTATIVE IMAGES: Recently Wizards of the Coast received some soft praise for having one of their signature characters be a black woman. This is good, and needs to continue. What is also praise worthy is that the character is wearing, basically, sensible armor. There is also the awesome new game, Ki Khanga which is set in a fantasy world based on Africa. Games like this, and games that incorporate honest representation are part of the process to make games more inclusive. Representation matters, just as with gender, characters with similar looks and ethnic identities to players help to give them role models. They also give players with different identities a chance to see awesome characters that do not look like them, which I believe has an impact on how people are seen in one’s day to day life as well.

SUPPORT FOR PLAYERS WITH DISABILITIES: This I feel, is at times the area that we have the most opportunity for growth and development of new strategies for support. One of the concerns I’ve had with the newer White Wolf books is their size. These books are 500, 600, 700 pages long in one volume. I struggle to hold him in my hands and this is due to a very moderate problem with grip, probably caused from my military service. Thankfully I have pdfs and other electronic versions of these books I can read as well, but it would be amazing to have some other technology to support our gamers with other disability concerns. Some of this is built into our new devices, but that only goes so far. I’d like to hear some feedback on what sort of devices, support, or ideas could help in this area.

Here is my take-away. We are doing better as a community, partly due to the benefit of Kickstarter and other forms of crowd-funding that allow for smaller projects to get off the ground. We can do better, though. That should not be taken as a critique, just a fact, we can always do better, we can always work to be compassionate and supportive and inclusive and we should always strive to be so. What games do you think are the most inclusive? How do you ensure a sense of inclusivity in the games you create or the games you play?

Josh is the Admin@KeepontheHeathlands

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of  any other Author of Keep On the Heathlands.

SOCIAL CONTRACT PART 3: WHAT GAME WILL THE GROUP RUN?

Welcome back! Last weeks article! This week we finally cover the all-important question of what game the group will sit down and play. For me this mainly comes down to knowing the amount of player “buy-in” that each person is willing to give for the game. This buy-in will vary between each game. Some games require more than others. Each game has the same basic types of buy-in:

games
So many games so little time
  • What game are we going to run?
  • Cost of the game.
  • Prep time for both GM and Player
  • Amount of shared (or not shared) duties when playing the game

Let’s break down each of these four points and see what each means in terms of buy-in.

As always I will give examples in italics with regards to my home groups.

What game are we going to play?

 

Let’s get to the meat and potatoes of this week’s topic on the Social Contract. What game will we play? This will depend on group preference. With so many genres and different styles to choose from it’s easy to get lost in the sheer vastness of games currently available. In fact, let me break it down like this. Let’s look at three generic genres and I will give a list under each for five types of games. The three genres we will use will be very generic but the games under each will vary, while still falling under the parent genre.

Fantasy

  • D&D (Pick your edition)
  • Houses of the Bloodedchoices
  • Burning Wheel
  • Within the Ring of Fire
  • Homecoming

Sci-Fi

  • Shadowrun
  • Era: The Consortium
  • Coriolis
  • Paranoia
  • Eclipse Phase

Horror

  • Wraith: The Oblivion
  • Kult
  • Sins of the Father
  • Call of Cthulhu
  • Night’s Black Agents

Now I would expect most people (gamers) have heard of some, if not most of these games. However, this shows the multitude of options for games to choose from. D&D is an obvious choice and I could whip up a 5th edition character in about 10 minutes and a 2nd edition character in maybe half an hour or so (it’s been awhile since I messed with 2nd edition). So that doesn’t take much investment on my part to make a character. From a GM standpoint it isn’t a big thing to pull together a game either. Give me about 10 minutes and I can do a one shot session for D&D no problem. In fact, if I don’t want to do that, I can go onto Wizards of the Coasts’ site and get one directly from them for not much money.

Now on the opposite end, I would put Burning Wheel. Burning Wheel has one of the most interesting dice mechanic and character creation processes I have personally seen, and I am a big fan. For a lot of people, it can take a bit of time to wrap their head around how the system works. A character in Burning Wheel still takes me about 2 or 3 hours if I make them all in one go. More often than not, I will sweat over details and nitpick different aspects of what I can possibly do. From a GM standpoint, most of the time for a Burning Wheel game I can only sketch out a rough plot before my players have their characters made, or burned, in Burning Wheel parlance.

Also, an important topic is type of game. This not only covers what people find enjoyable, but also covers what people might be uncomfortable with. This is a delicate subject and one that may need to be discussed in private, however, these discussions must occur.

A couple of years ago I ran a Wraith: The Oblivion game at Gen Con. The game had a caution on that the game would contain mature subject matter, as it was taking place during the days leading up to the liberation of prisoners at Auschwitz. The players were recently deceased who had to keep their remaining family members safe until the liberation. That is very heavy in terms of theme and subject matter. It’s not for everyone. So please, make sure to discuss the type of game you want to play with your group.

paranoia
One of the pricier gems of my collection

Cost of the Game

When it comes to game cost in regards to buy-in, the real question at hand is how much will each person have to spend to play the game. Let’s be honest here and now though, in reality only one person NEEDS to buy the books. However, it will often better suit the group to have multiple copies of the book for rules reference.

In fact, Victor had a wonderful write up on just this sort of topic a while ago in regards to the cost of the recent Invisible Sun Kickstarter. http://keepontheheathlands.com/2016/09/13/invisible-sun-a-study-in-the-tension-between-accessibility-in-price-and-design/
In this he excellently breaks down the cost for modern gaming. I highly encourage you to read it. I’ll wait.

Please take your time….
Please take your time….

 

Okay now that you have read that, let’s continue. Most books will run about 60.00 US dollars. Add into this dice… which… you can never have too many dice.

Dice normally will run about 10-12 dollars for a standard set. Copies of character sheets and pencils are honestly very small cost and negligible. So at the very minimum, if each person buys a main book and only one set of dice, they are looking at about 75 dollars’ investment. Add in pencils and paper for copies and let’s round-up to 80 dollars.

Overall this is not much more than a video game these days. So I don’t see the need to balk at this. However, there is more to this really than just a main book and some dice. At least with regards to the buy-in aspect of a game.

Prep time for both GM and players

work
This is a lot like work!

The time from when a game is chosen and when it starts really is the time for the GM to get their story down on paper and make notes. This honestly can only be done to a certain degree. Most games recommend (and in the case of some, require) that you do a character creation session with all the players and the GM as a group. So, prior to this it is a good idea for all involved to read up on any pertinent details. The game world (if one exists), overall game rules and especially character creation rules.

Reading up on this is no different than studying for a class. You are learning how the game is run and how the system works. Now I can hear a lot of you saying that “can’t I just have this taught to me during character creation?”

Yes…you can and if your GM offers pre-made characters this may be an option to try a game out. However, when making characters for a game it is a good idea to know the rules at least as they pertain to your character.

A great example I like to give of knowing the rules as they pertain to your character is from Shadowrun. Shadowrun is a very crunchy simulationist system at its heart. As such, the different types of characters you can play use different rule sets. When running this game, I let my players know that they are responsible for knowing their character and the rules governing them. This helps speed up combat especially, and keeps the game moving overall.

So, take the time to read and learn the game. Do your homework, so to speak. Invest the time to know and understand the game system, the world, and special rules. I promise you will be happier for it in the long run. One thing I like to do is read up on character creation and mark down any questions I have for the GM during the character creation session. Simple things like this can go a long way to making the game more fun for you, the other players, and the GM.

For the GM prepping requires even more work. They have to know the system, and have to plan out how the characters are involved in this story. PC’s are the main protagonists in a story, so, it is important to have the story revolve around them. This means that the GM can honestly only do so much planning and prepping prior to running a homemade game as opposed to a published scenario.

All of this means that the GM needs to sit down with the players and be an active part of character creation. Doing so allows them to flesh their story out around the players and this is essential.

charcter-creationCharacter Creation

This is a special portion of buy-in. Different games have different levels of character creation. Some are more involved than others. The reason this is something to discuss is not every player wants to spend 4 hours poring over a character they may only play 3 or 4 times. So know what kind of time character creation can leech. Most games ask that the first real session of a game be entirely comprised of character creation. This is a great idea. It allows for the group to discuss what each other wants to play and to build off of that.

Discussion and dialogue is what this process is really about. From what race/roles each player will fill in the game, to defining parts of the game world, this process helps to make the players really feel invested in the world. Questions can be answered as well, both in terms of rules or related to character creation choices that will require GM approval.

Amount of shared (or not shared) duties when playing the gameshared-duties

Finally, when speaking about buy-in aspects of a game, there is the discussion of how many shared or not shared duties exist when playing the game. This can take a couple of forms. The main concern is the amount of time a player will need to engage in a game each session.

Different people role-play for different reasons: to socialize, to escape from the mundane every day, to challenge themselves mentally, among many other reasons. This also can mean that not every player will be engaged during every scene of the game. Especially if their player is not in the scene, or center stage. When this happens, some players may start side conversations, pull out their phones, or use the time to take a bio break, or grab a snack. None of these are bad per se. However, different games require players to be more engaged on different levels.

From a D&D perspective this is easy, as the party usually with one another. Fostering a sense of duty to keep the party together is something that D&D does extremely well. Even when simply looking over the map and figures and trying to figure out the best way to approach the new room of the castle, players are all discussing and talking out plans. This is great.

On the other side of this is Shadowrun. Shadowrun combat can have different players in different places during a scene: from being in a physical fight, to hacking into a security system, or even doing spirit combat in the astral plane. This can take time and can (and in my experience will) will cause players to become disengaged.

Now neither D&D nor Shadowrun award XP for always being engaged. That is not a slight to the games, it’s just a fact. Yes, a GM could (and I think should) award good role-playing. It doesn’t normally happen, though. However, Let’s look at two other games that handle XP in a different way: Burning Wheel and Within the Ring of Fire. Both of these games use votes from the group to determine XP awards.

Burning Wheel asks for different votes based on who did the most work for the session, to who had a skill that was needed at the right time. It even goes farther than that, rewarding players to play up their Beliefs and Instincts. Doing so is an integral part of the game and one the drives the story forward. This also means that players have to be more invested and engaged in the game at all times looking for and making opportunities to play up these aspects of their characters.

Within the Ring of Fire is similar as it also uses a vote system to determine who is awarded XP. Here each person is asked to select one other player (not themselves) and explain how the exemplified their character in that session. Simple. Again this means that players will be having to pay attention to each other even when they are not in the scene.

So, how we have discussed what sort of game we are all comfortable playing and how much we all want to be involved with the game from a session perspective. We can move into our next question: Who will run the game? Normally, this will be determined during this step of the process, as the one who recommends a game usually will be the one who runs it. We will look at the process to decide to run, or not run a game. We will take a deeper look into planning a game and the GM’s role before, during and after a session.

As always, please comment and let me know your thoughts and let’s talk about things you feel I may have missed or that you liked. Until next week, may your dice always roll true.

picard
Make It So

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

SOCIAL CONTRACT PART 2: WHERE WILL THE GAME BE PLAYED AND WHO WILL HOST THE GAME?

openerWelcome back to part two of the ongoing discussion on the social contract that exists in starting up a new tabletop RPG game. Last week we discussed the means in how to help determine the length and frequency that a game group will meet. So let’s recap that very briefly and then build off of that for this week’s topic: Where will the game be played and who will host the game?

 

Last week the topic focused on understanding how often and how long a group would meet. These broke down into three separate questions

  • How many days per week/month will the group meet
  • How long is each session going to last
  • How long will the story run for

 

These revolve around the availability of the group and the amount of commitment each member is willing to put in. So, with an understanding and agreement on that; let’s look at the next portion of this contract. I will break this into two sections

  • Where will the game be played
  • Who will host the game

 

As in Part 1 of this series of articles, I will break out examples of how the groups that I game with came to these agreements to create a fun environment for everyone involved.

Where will the game be played?

home-table

Before I get into the details, keep in mind that really this boils down to either a playing in a public game or a private/home game. Let’s take a look at the pros and cons of each, shall we?

 

Public games

flgs

Many groups have access to a Friendly Local Game Store often abbreviated as FLGS. These locations overall are great. From having a place to get your gaming gear to meeting likeminded gaming fans they help provide for and grow the community. Many even have space set aside for people to play games. Oftentimes for free. However, there are some things to look at when considering running at a local shop. Let look at those shall we.

 

Before looking at the issues that may arise, I want to stress it behooves your group to try and game at your FLGS when/if able. This accomplishes many things. First, you will find others who are into the games you are into. I have lost count of the times I have been running a game and someone comes up and says “I didn’t even know that [insert game title] was still available or even in print.” Second, it provides the FLGS business. Should they charge for the game space extend your group’s social contract to the FLGS by showing your support and patronage, if they don’t seeing bodies in the store is good for both the hobby and for business.

 

Speaking of business; when it comes down to it your FLGS is a business and as such is looking to profit. Support them when possible. Game there, purchase your gaming supplies from books to dice and such directly from them when able. Yes, it can be more expensive; however you are supporting local business and one that is supplying a service you enjoy.

 

This I plan on covering in more detail in a future article, but needless to say I feel very strongly on this topic.

 

So, there are the reasons why it is good to game at your FLGS. What are some of distractions one may encounter?

 

I want it to be noted that a simple lookup on a web site, a call, or even a quick visit during your Lunch Hour to the store can answer most if not all of the following questions.However, I want to point them out as they may not be readily apparent to new groups.

closed

 

First is hours of availability.If your local shop offers space for people to come and game. Especially, if the store hosts other events. On special occasion days open free gaming may not be a possibility. Really this should be a quick determination if any hours offered will work based on the answer to what days of the week or month the group will meet and for how long.

 

As an example there are a few stores in my area that offer different times of availability. The main store we frequent is open Monday through Saturday,  11AM until Midnight. They have a great big open area for gaming. You can see half of the area in the above picture at the start of this section… However, looking over their calendar they have many days that are not open for gaming or may be limited.  Take a look at a recent week’s list of events:

schedule

 

That is pretty packed. Which is good. However, you would want to reach out to the store and make sure open gaming is okay and that space if available. In fact, Wednesday’s from 6PM to 10PM it even says RPG; however, I can tell you that table space is very limited. So make sure to check before just showing up. Depending on store policy, the staff may even hold a table for your group.

take-my-money

Second is cost. Yes cost. Most stores offer free open gaming, but not all do. Please be sure to check.

 

There are two stores in my area that do charge for gaming, each in a different way. One charges a day fee. This fee is overall very reasonable and actually very good for groups who like long marathon sessions that can take a whole day. Your group pays the fee and they will give you your own private room that can be securely locked in case your group wants to take a meal break without having to worry about leaving your gear unattended. Of course if you don’t want to pay for this premium treatment, the store does have free, open space.

 

The second store does charges for any sort of gaming. You can pay a flat daily rate or hourly rate. Each table is semi-private and the staff will watch your things at the counter should you need to leave. Also, this store is open later than any other in my immediate area (until 3AM) which can make it perfect for night owl-style groups. Do note that this store does *NOT* offer any free/open gaming as an alternate option.

noise

NOW FOR THE ISSUE OF NOISE! Woops didn’t mean to yell there. Let’s face it, when you get large of groups of people together things tend to get LOUD! Add in that as other groups get loud that makes every other group raise their volume to be heard as well. This can be a problem for GM’s and players who are sitting next to each other to be heard properly. Both need to hear each other and for the GM especially this can lead to a hoarse voices had by all at the end of a session.
What can be done to fight the noise? Well, looking ahead at the calendar can be the best bet for open gaming area style stores as this will hopefully allow you to schedule around the high traffic days of a store. This may have your group making renegotiations as to how often your FLGS can accommodate your game.

 

Noise is the main reason why my weekly Tuesday group moved from being at our FLGS to one of the player’s homes. It was so loud that it became a distraction and hard for anyone to really concentrate and overall took away the fun of the game.

 

Last thing I want to mention here is the subject matter of the game you will be running. Most FLGS are family friendly and as such most will have rules for what kind of conduct is allowed. This can include language, types of games, food and drink to name just a few. So make sure that the game you are running is not going to break any of those rules. I want to stress here also is that what may offend one person may not offend another. So do your homework and cover your bases.

 

I ran a Demon: The Descent game for about 6 months or so at my FLGS. The game had some mature themes and touched on some adult(ish) subjects. As we were meeting at the store I made sure to convey these subtlety. For my group this worked and we didn’t have any issues with the store in this regard.

On the opposite side of this coin, my Wednesday open gaming table had a few players who while waiting for game to start, had a tendency to make some off-color jokes. When the store brought this issue to my attention I made a announcement to my table about it. It then became a non-issue.

 

Private/Home Games

game-table

Not all groups has an FLGS close to them and, when they do the there is the potential that play space doesn’t sync up with your group’s wishes, or it is just darn noisy. At that point your group will be looking to have a game at someone’s residence. These games are usually referred to as private home games as they are at a private home. This just like a open FLGS game has it’s pros and cons and some other considerations to take into account.

 

The big one here  is who’s house will be hosting the event. Normally the person hosting will have a space that fits everyone and is as close to centrally located for the group. These two things may not always be the case, however.

 

When my Tuesday group decided that the local shop was just too loud for us we decided to move the game to one of the player’s homes. Luckily, the distance was not much overall for any other players. The space was overall more accommodating and the noise was a moot point as we only had to worry about our own volume.

 

Note that the Host and the GM are not always the same person. The GM usually wants to arrive before the players to set up the area and get any notes ready for the session. When the GM and the Host are different people, setting a time with the Host as to when players and GM can arrive prior to game start will need to be established.

 

Expanding on the Tuesday game our Host is not our GM. As such they ask that no one arrive prior to 6:30 pm. This gives them time to unwind from work, eat Dinner and get the area prepared for the game.

 

Content for the most part with home games is a bit more open. I will cover this more in detail in question five Are there any topics or themes that are to be off limits in the roleplaying setting?

For now just understand that home groups can be a bit more overtly out with adult themes and language, assuming that all present are agreeable.

 

Finally, one thing I have found among many home groups is that since the host is well….hosting everyone is asked to bring a snack or drinks. Now I am not saying this is always the case it just tends to be the norm more often than not. This is different for each group but something to consider.

 

My Tuesday game used to rotate who sprung for pizza or would split costs of the pizza and sodas. This assured that food was plentiful and at hand. No need for food runs mid-session or running late due to grabbing Dinner.

 

As an aside one other thing that really separates a open gaming FLGS group from a private home group is ‘randoms’. What I mean by that is people not regulars to the group joining your game… In a FLGS I promise you people will come up and either watch you play or just simply ask what game you are playing. Do your best to accommodate them, as long as it does not break the stride of the session. This is good. It brings more players into the hobby.

 

When it comes to inviting people into one’s Home though, most people tend to like to know and trust those people. So, be aware that should someone want to join the group and they are not known to everyone, especially the host it is good manners to check with the group as a whole.

 

Who will host the game?

hosting

This is really about who will provide the space and area for the game. It really has been covered in a roundabout way above. If you find that you are playing in an FLGS, the Host normally will be the GM. They will want to arrive a bit early to make sure that the gaming area is ready to go and set up any maps, get their notes and such in order before the players arrive.

 

When the the game is being held at a home the Host normally will be the owner of the house the game is taking place at. In these cases, the Host will let everyone know when they can arrive and set expectations on food, beverages, noise and such as well.

 

Well time and place as well as host have been decided. Man can we please get to just playing the game already?

 

gygax

Hold onto your dice, there Mr. Gygax!

We need to cover a few more topics… The big one in fact is next. What game are we going to even run? After all this work finding a place and deciding on how long it will last. It is up to everyone to decide via group discussion what setting we will be adventuring in. That shall be decided next week, in Part 3 of this 5 Part series..

Please let me know if you have any questions or comments. I would love to hear your thoughts on pros and cons of FLGS games versus home games. Any points you feel I missed or disagree with? Let me know. Any points you liked? Let’s get a discussion going and as always thanks for reading.

 

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

SOCIAL CONTRACT

social-contract

 

So you and your friends have decided to try out this “RPG” thing.  Your groups want to give it a try and see what all the buzz is about. Before you go diving in, there are some steps that, as a group, you all must take into account.  When deciding on a new game I recommend that 5 questions need to be addressed and answered. They are as follows:

 

 

 

1)  What is the time frame we are all willing to put into the game?

2) Where will the game be played and who will host the game?

3) What game will the group run?

4) Who will be running the game if a Game Master (GM) is needed?

5) Are there any topics or themes that are to be off limits in the roleplaying setting?

 

Each of these will be covered in a future article over the next few weeks.

Don’t worry!  I will give examples of the discussions, in italics, that should be taking place for a satisfying gaming experience to be had by all.  I also highly recommend reading over Josh’s excellent entry on using gaming as a form of dialog. That Blog Article touches on many ideas that I feel are also central to this thing I call the Social Contract.

 

1) What is the time frame we are all willing to put into the game?

clock

The first thing you need to decide is how much time your group is willing to set aside for a game. I start with this question as it sets the stage for the rest of the questions to come.  This helps to set expectations.  Everyone involved will be aware what time requirements will be required in order to take part in the game, either as a player or a GM.  Once the time factor is decided, there are three sub questions with regards to time frame. These are as follows:

 

 

1a) How many days per week/month will the group meet to play the game?

2a) How long is each session going to last?

3a) How long will the story run for i.e short arc vs. campaign?

Looking at that first sub question: How many days a week/month will the group meet to play the game? Sure it sounds silly but it’s one that must be noted. For 99.999% of groups this will be easy to determine based on schedules and other commitments.

For example, I have a few ongoing groups and these groups meet not only on different days of the week but also with different frequency.  One of these groups meets every Thursday in person.  Another one of my groups meets every other Saturday via Skype.  The point is different groups with different agreements and expectations of when and how often they will meet.

Now we know when we will meet.  How long can we meet for?  This is important for many different reasons.  The main one being making sure that the GM running the game has enough content prepared and ready to fill the agreed timeframe.

There is a ratio I use to determine how many hours I like a session to last depending on the number of players. I will go into that in a later entry. For now just understand that your GM will spend time out of game putting together the story.

That is if a GM is needed. Just wait I will get to that under the “what game will the group run” question.

While the timeframe for how long each session will last is important for the GM, it also helps the players.  For me it lets me know who many scenes I  can expect to be in or be center stage for.  This is another topic which I will touch on in a later entry but, a player should have at least one scene highlighting her or his character.  From a standpoint of length of each session this means that one can roughly determine how long your scene will last.  This can help to keep the story moving along and prevent players from monopolizing both scenes and time.

Now we know when we will meet and how long each session will last. What is the time frame for the game we are playing? How long will this story last?  This is important because life has a tendency to interfere with gaming. Some groups like to do a series of one shot games (think of these like a sketch comedy show, that always uses the same actors, but in different roles each episode), others a mini-campaign of 6 or 7  game sessions (this is like a television mini-series) and still others like massive year-spanning campaigns (an example of this would be an hour long Drama’s entire series production run).

What will work best for your group is part of the contract, for example, your group decides to dedicate your free time once a week for 4 to 5 hours per session, what is the end date for this particular game?

I have played in plenty of one shot style games where a whole story is told in one session. On the extreme opposite of this I ran a decade-long Vampire: the Requiem game that started from the time the main 1st edition book was released in 2004, and ended in 2014. … yes we met weekly.

Both of the above examples show two very different games in terms of length of story.  Knowing how long that story will go on for will help in deciding what the group as a whole can commit to.

With regards to the Vampire game mentioned above I had plenty of people who shied away from it because it was both daunting to them and they didn’t want to commit to something like that in terms of length.

Also, knowing the length of each story or campaign allows the possibility for players to rotate who runs the game as GM.

For example, both my Thursday and Saturday groups mentioned above rotate between GM’s. Once one story is finished another GM will step up and run a game. Each campaign runs about 5 or 6 months on average. This for us helps with a few things; one, no one person gets burnt out on running and never getting to play, and two, it allows us to try many different and diverse games.

Make sure everyone is okay with both the frequency and length of the game.  Yes, you will need to be willing to make compromises; so make sure those diplomacy stats are high and not used as a dump stat.

In recap, we have an understanding so far of what frequency we’ll be meeting and how long the game we are going to run shall last. With one big question out of the way we can tackle the next one:

Where are we doing this thing at anyway?

Where indeed?

That I shall cover next week…

 

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

ONE METHOD TO USE GAMING AS A FORM OF DIALOGUE

One of the goals of Reach-Out Roleplaying Games is to encourage cross-cultural dialogue using gaming as a venue. What exactly do I mean by that though?

ror_final

WHAT IS DIALOGUE?

Dialogue is a method of semi-formal to formal discussion surrounding difficult topics. Dialogue is often facilitated by a neutral or semi-neutral party to help the participants in dialogue understand and respect one another. Dialogue is not debate, the goal of the discussion is not for anyone to win or lose, though understanding and perhaps acceptance of another viewpoint is a potential benefit of dialogue. In a lot of ways, dialogue is very similar to table-top gaming already. You have a Game Master who facilitates a world-building discussion and shared story. Dialogue is about understanding each other’s stories, lives, and circumstances.

I was hired to host a dialogue at American University during my first semester of Graduate School, and part of my sales pitch was that I had run so many games over the years. Game Mastering or Storytelling is a really similar skill-set. You have to arbitrate the discussion, you have to give everyone a chance to contribute, and you have to be able to ask follow-up questions to get to the heart of what a person is looking to say. This is part of why I think gaming can be used in a dialogue to deepen that process.

au-igd-image

Dialogue as a process is usually used to deal with heavy issues. For example, dialogue is used to bring Jewish and Muslim families together to discuss the conflict between Israelis and Palestinians. Most games are not overtly designed to talk about heavy ideas, but they can. Imagine getting a group of people from the same conflict above together in a gaming session. Instead of having them discuss the conflict over land that they are familiar with, you could develop a story that shows two groups of fantasy creatures fighting over shared space. You don’t want to be too ham-fisted about that, but if you mirror some elements of the shared experience participants are familiar with, you may be able to open eyes that didn’t see such parallels before.

HOW TO DESIGN A CHRONICLE FOR DIALOGUE PURPOSES

Normally dialogue happens over a series of discussions. Sometimes these are in chunks over a few short days or a weekend, and sometimes they are split over a series of weeks. For example, the dialogue I ran occurred over 7 weeks. This is a good time frame for a 7 game storyline; imagine sessions running for 4-5 hours each week. During a dialogue session, you would create a theme or series of specific questions to ask during that session. For our gaming method, you are replicating a similar process by outlining what sort of events you’d like to have occur in each episode/session/game.

Create 80% complete pre-generated characters. As the game master this gives you some more control over what sort of skills, powers, abilities, or interests each character will have. That allows you to plan the story more effectively. At the same time, you want the players to invest some of themselves into the characters. Depending on the game you are creating this 80/20 rule will look a bit different, but you want to ensure you give the players just enough customization to matter and you don’t want to overwhelm them with a GURPS level character creation either.

gurpscharactersheet-ths-moreskil-1

Set a topic, and recruit players that are interested in addressing the topic you are going to use. You want to design your story to address some of the real-world elements you are working into the dialogue. For example, you want to host a dialogue session on racial tension in the United States? Cool, first thing you want to do is recruit players willing to dialogue over this issue, try and create a diverse group, and then incorporate concepts of race relations into your chronicle design. There are a lot of ways to do this. If you are playing a fantasy game, having two actually different game races in conflict may seem a bit too heavy handed. At the same time, discussing tensions between Dwarves and Elves might work perfectly for the story you want to tell. Balance it; find the right elements that fit your goals. The Eberron setting for D&D has some effective interpretations of Goblins as an underprivileged group. Games like Urban Shadows allow for modern fantasy investigations into concepts that would be good to dialogue with as well. The goal here is to address a topic your players want to investigate and weave it into your story.

At the same time as you are designing your chronicle, you would want to plan for and develop a short ground rules and debrief before and after each gaming session. The ground rules let you as the game master/facilitator establish what the group understands about dialogue, gaming, and lets you set some ground rules for how you will interact with one another. No swearing, no shouting, are good examples, as well as dice should be rolled on the table, and perhaps no chips at the table. (That is a mix of dialogue and gaming rules I’ve instituted over the years at different times) From the rules, you have a framework to hold your players accountable during the game and after during the debrief sessions. You may want to either hold the debrief at a different time, or set-aside an hour or two at the end of every game to work through it. This debrief will help the players internalize the concepts they dealt with in-character, it may help them either notice or eliminate negative bleed, or it might help them identify positive bleed. Bleed is a concept normally discussed in LARP, but also can be experienced at the table. Using role-playing as a dialogue method, you’ll likely see more bleed than usual.

bleed

From a gaming perspective you want the sessions to be interesting, engaging, and fun. From the dialogue perspective you want the sessions to be deep, and dive into topics that might be sensitive. This requires you actively engage your players for feedback and approval throughout the session. Every player should know what they are getting into. Trigger warnings are beneficial prior to sessions, as are methods of leaving a scene. There are some methods that are used in Nordic LARPS that could be useful to adopt. Around a table, with smaller groups, it should be easier to do verbal check-ins to ensure that players are comfortable with the game. If not, stop. Consent and collaboration are important to the process.

Sample Questions to Ask During Debrief

How is the game going so far? Do you have any questions?
Do you have questions about how your character is acting in relation to others?
Are you comfortable with the items the story is addressing?

Do you want to discuss any actions taken by a player that occurred in-character?

Is anyone concerned with IC or OOC action taken by anyone?

Are there aspects of the game you want to play more of?

This is an early model of this type of gaming as dialogue model. If you have questions, ideas, suggestions, or would like to provide feedback I am more than open to discussing this idea further.

Josh is the Admin@KeepontheHeathlands, he’s got a degree in International Peace and Conflict Resolution from American University. 

HOW PLAYING A HERO SAVED MY LIFE or HOW I WENT FROM LIVING IN MY CAR TO GRADUATE SCHOOL

Ruinil
Miniature of Ruinil Alam

I’m sure some people are going to think the title of this article is hyperbole, and in some way it is, because I have no idea where I would have gone without gaming. There is a strong possibility I’d have slipped into a serious depression and not be here today.

Grigori Piedrich - Tzimisce
Grigori Piedrich – Tzimisce

In my teens I found role-playing games and they became my regular hobby. Partly because I had dreams that I would travel the world and do great things and gaming was my temporary surrogate to those goals. However, High School was a period of toxicity for several reasons. One, I suffered through some anger management and depression problems that I really failed to address effectively. Two, I got stuck in a toxic relationship that I was too unwise to remove myself from. Now, I don’t blame my fellow co-dependent any longer, because I had the agency to remove myself from that situation, but I didn’t and it helped to make things worse for quite some time. Throughout that time, I gamed pretty regularly, eventually playing table-top games twice a week with a group of friends who hung out with the gaming club in town. On top of that, I would travel to LARPs in the region at least once or twice a month. Eventually I’d run several of these as well.

Gaming was my constant outlet for creativity. Though I wrote, and read, gaming was where I realized my dreams and generated plots and solutions to various conundrums. Usually these games were White Wolf games or Dungeons and Dragons (3.0 and 3.5), and we played a few random home rule worlds as well as testing out a bunch of other games here and there.

Eventually I found myself playing villains, people that were cruel, angry, and prone to revenge and actions I deeply found abhorrent. That being said, I didn’t have the mental fortitude to think of playing heroes, all the characters I made were flawed in ways that showed some of my deeper issues. I remember being borderline grumpy, angry, quick to snap at my closest friends at a moment’s notice and the characters I played were equally sullen and interestingly prone to failure.

Between 2002 and 2003 things started to change. A new friend at gaming club introduced me to a D&D setting he wanted to run called Birthright. Birthright is a

Not Osric, but from that era
Not Osric, but from that era

lower fantasy setting where there are extensive rules for running kingdoms and smaller sovereign lands. I initially played Osric Illien, a Mage-Noble who was desperately out of his league. He was intelligent and charismatic, but he was one of the least powerful regents in the area. He made terrible choices, and was slowly on a slide into evil and probably would have eventually sold out the rest of the party. Thankfully, he died.

That character was killed in a pretty freak situation and I was initially pretty devastated. However, my friend Jeremy was a pretty wise friend and he had some suggestions to helping me bring a new character into the game. He also was wise enough to see that playing villains was helping me wallow in my misery. Here I was working up to 2 dead end jobs, not traveling, not adventuring like I had expected to be doing in my life. I’d always dreamed of seeing the world and due to a series of terrible choices, I wasn’t. I was stuck in the area of my home town, where I’d never expected to be much longer than my last day of High School. I was stuck in a dead end relationship, wallowing.

At least until I created Ruinil Alam. Ruinil was a roguish character in the vein of Westly from The Princess Bride. He was the heroic nephew of the cruel ruler of Alame. At first, he was a low-level freedom fighter that worked to usurp the Duchy from his uncle. After a few weeks of play, he succeeded and though he wasn’t at first welcomed by his people, he changed their mind with his dedication to their success. Ruinil was first, happy. He was motivated to do great things, he liked other people, and he was driven to make the world around him a better place. He also, eventually was killed. However, due to his passionate nature, the love of his NPC wife, and his dedication to a goddess, he was given life once more. This is not a common occurrence in Birthright; resurrection was not a spell most clerics could cast. This story helped to motivate me, to give me a spark of the spirit I was missing.

San Diego
One of the few photos I have from San Diego, that’s me on the right, my brother on the left

Half-way through that game, I ended up having a massive break-up with my ex and I finally decided I needed to change my life. Ruinil inspired me to strike out and do something crazy, as well as the support of a friend that knew I needed to get out of the situation I was in. So, I moved from New Hampshire, to San Diego California. Sadly, when I arrived, I didn’t have a place to stay as my brother who was supposed to take me in was himself living on someone’s couch. So, I spent the next few months living in my car. Though I didn’t get to play Ruinil at a distance very frequently, I did connect with my GM a few times and it was good to get back in his head during this situation.

Having made this crazy change, I knew I’d have to make a plan for making further changes. I decided that I wanted to travel the world, and get an education. So, though it went against a lot of what I liked doing, I decided to join the Army. I knew that I would eventually get the GI Bill, and be able to use that money to get a degree. I also knew that if I chose my MOS (job) correctly I’d get a chance to travel. It took me another 2 years to get everything taken care of, but I eventually joined the US Army in July of 2006. It’s been almost 10 years now since I joined the Army, (I left in 2011), and I can say looking back that it was the mental shift I had playing Ruinil that really pushed me into make the changes that have brought me where I am today.

My first duty station was South Korea. I met my wife there; she’s an Englishwoman who was teaching children English (learn from the source, right?). From there we chose to go to Germany, and I got to travel a lot through Europe, and eventually drive all the way from Uppsala in Sweden, to Bavaria in Germany. I left the Army, got my Bachelor’s degree in 2 years, then my graduate degree in 2 more. In my last semester of my undergrad we had a wonderful little girl. Now having completed my school work (all using the GI Bill), I’ve decided to pursue the activity that helped drive me toward success, gaming.

Gaming is something I believe can change the world, person to person, in small ways and in big ways. I see the Inclusive Gaming Network, Keep on the Heathlands, and Reach-Out Roleplaying games as steps in tying so much of my life together. I’m tying my education, my passions, and my goals to help make the world a better place through a few integrated projects.

You all can thank Ruinil Alam for helping make all this happen.

House

3 WAYS TO HELP CREATE AN INCLUSIVE GAMING SPACE AS A GAME MASTER OR STORYTELLER

What do I mean by an inclusive gaming space? An inclusive gaming space is one where your players feel comfortable being there, engaging in the game, and having fun. This doesn’t mean the characters your players are playing always have to be happy. Hell, if we are playing mature higher level deep roleplaying games we know that sometimes our characters misery helps to drive a good story. A good story should not harm or hurt your players though and creating an atmosphere of inclusion at your table means finding ways to embrace diversity and be sensitive to the needs of your players. In the end, it comes down to this: know your players and be respectful to them as human beings. If a joke or a storyline goes too far, stop it, apologize, and debrief as soon as possible. This line will be in different places for different players and we’ll discuss some ways to keep on top of this below.

Set ground rules and follow them: Rules are essential to gaming, right? Every great rules lawyer can fight for hours over obscure rules in the books. Well, setting table rules is no different. These rules should be focused on player actions, words, and feelings, not character actions, words, or feelings. What are some examples of good ground rules? No sex jokes, no out of character comments on race or racism, talk about out of character conflicts as soon as they start, to help work through them, if something occurs in-character that you are uncomfortable with tell everyone (or just the GM) and the scene should end immediately. These rules should be discussed by the players and the storyteller before the game starts. They should be agreed on and added to if needed as well. A good storyteller checks-in with his players constantly to see what their characters are doing and how action is impacting them, a great and inclusive storyteller does the same with the players themselves.

Be Respectful of Everyone’s Background and Identity: Even when you are running a game at a convention or another public forum, you should try and have some understanding of who your players are. Take the time to ask questions, even 2-3 every session about the lives of your players. You aren’t doing this to interrogate them, but to be welcoming and helpful. If you know a player has had a bad week at work, give them a chance to work through some frustrations. If you know a player has experienced something traumatic in their background, be sensitive to stories that might remind them of that trauma and make their experience unpleasant. Again, I’m not saying you need to avoid difficult subjects in your game if that is what works for you and your players. I’m saying know them, be sensitive to them and make sure that the game you are running is the game that they want to play. This can include those that might not be playing, but hanging out around the table as well. You want to make your table a location to encourage the suspension of disbelief and to invigorate the imagination, being disrespectful has the opposite effect to that goal.

Make Your Characters and NPC’s Real: I don’t mean 3D print a model for all of your NPC’s… though if you are inclined in that direction I don’t see anything wrong with it. No, I’m saying make your characters real people; make them multi-dimensional with faults and goals and different identities. If you have an antagonist that is a woman, do not make her a stereotype. If you have an NPC that is trans, make them real, give them hopes and dreams and avoid the obvious jokes you think you might evoke at the table. The more you make your characters real, the more you respect the diversity at your table in every way. If you want to delve into issues of racism, sexism, and prejudice of all kinds in your game and your players are interested in doing so as well, do it, but do it with the goal of humanizing all creatures/people/monsters in the game.

Making your gaming table inclusive should not be a chore; it should be something that comes naturally to us. If we can empathize and imagine being magical beings and science fiction heroes, we should be able to imagine how it might be to be treated poorly for our identity in real life. Taking the time to respect and know your players and run the game that they love to play will drive more and more people into this hobby. If you have other suggestions on how to make your gaming table inclusive, please feel free to share them in the comments.

With 17 years of playing rpgs, Josh started with Mind’s Eye Theater LARPs and loves the World of Darkness. Josh is the administrator of the Inclusive Gaming Network on Facebook, is running both a Mage game and a Dark Ages: Vampire game at the moment, and is an advocate for inclusive gaming spaces. He’s also a father and a recent graduate from the International Peace and Conflict Resolution graduate program at American University in Washington, D.C.